]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/mortar.qc
Weapons: network balance changes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qc
index 36a3c0c9e66f9c5ee515ad17d057cf8bff2dc4d6..6a479c20a82e119c3eef0a9e465206bbf1da4b7f 100644 (file)
@@ -14,43 +14,46 @@ CLASS(Mortar, Weapon)
 /* wepimg    */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
 /* refname   */ ATTRIB(Mortar, netname, string, "mortar");
 /* wepname   */ ATTRIB(Mortar, m_name, string, _("Mortar"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, BOTH) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, bouncefactor, float, NONE) \
+               P(class, prefix, bouncestop, float, NONE) \
+               P(class, prefix, damageforcescale, float, BOTH) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, edgedamage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, health, float, BOTH) \
+               P(class, prefix, lifetime, float, BOTH) \
+               P(class, prefix, lifetime_bounce, float, SEC) \
+               P(class, prefix, lifetime_stick, float, BOTH) \
+               P(class, prefix, radius, float, BOTH) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, remote_detonateprimary, float, SEC) \
+               P(class, prefix, remote_minbouncecnt, float, PRI) \
+               P(class, prefix, speed, float, BOTH) \
+               P(class, prefix, speed_up, float, BOTH) \
+               P(class, prefix, speed_z, float, BOTH) \
+               P(class, prefix, spread, float, BOTH) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, type, float, BOTH) \
+               P(class, prefix, weaponreplace, string, NONE) \
+               P(class, prefix, weaponstartoverride, float, NONE) \
+               P(class, prefix, weaponstart, float, NONE) \
+               P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, Mortar, mortar)
+#undef X
 ENDCLASS(Mortar)
-REGISTER_WEAPON(MORTAR, NEW(Mortar));
-
-#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
-#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, NONE, bouncefactor) \
-       w_cvar(id, sn, NONE, bouncestop) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, damageforcescale) \
-       w_cvar(id, sn, BOTH, edgedamage) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, BOTH, health) \
-       w_cvar(id, sn, BOTH, lifetime) \
-       w_cvar(id, sn, SEC,  lifetime_bounce) \
-       w_cvar(id, sn, BOTH, lifetime_stick) \
-       w_cvar(id, sn, BOTH, radius) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, SEC,  remote_detonateprimary) \
-       w_cvar(id, sn, PRI,  remote_minbouncecnt) \
-       w_cvar(id, sn, BOTH, speed) \
-       w_cvar(id, sn, BOTH, speed_up) \
-       w_cvar(id, sn, BOTH, speed_z) \
-       w_cvar(id, sn, BOTH, spread) \
-       w_cvar(id, sn, BOTH, type) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
+
 
 #ifdef SVQC
-MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float gl_detonate_later;
 .float gl_bouncecnt;
 #endif
@@ -335,8 +338,7 @@ void W_Mortar_Attack2(Weapon thiswep)
                METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
+                               thiswep.wr_reload(thiswep);
                        } else if(fire & 1)
                        {
                                if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
@@ -369,10 +371,6 @@ void W_Mortar_Attack2(Weapon thiswep)
                                }
                        }
                }
-               METHOD(Mortar, wr_init, void(entity thiswep))
-               {
-                       MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
                METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
                {
                        float ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
@@ -385,10 +383,6 @@ void W_Mortar_Attack2(Weapon thiswep)
                        ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
                        return ammo_amount;
                }
-               METHOD(Mortar, wr_config, void(entity thiswep))
-               {
-                       MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
                METHOD(Mortar, wr_reload, void(entity thiswep))
                {
                        W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO